mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 21:43:09 +00:00
122 lines
No EOL
3.5 KiB
C#
122 lines
No EOL
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.ClappyTrio
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{
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public class ClappyTrioPlayer : MonoBehaviour
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{
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public bool early;
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public bool perfect;
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public bool late;
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private float lastClapBeat;
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private float lastClapLength;
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[SerializeField] private bool clapVacant;
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private int lastIndex;
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private bool hit;
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public bool clapStarted = false;
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public bool canHit;
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private GameObject clapEffect;
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private void Start()
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{
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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private void Update()
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{
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if (PlayerInput.Pressed())
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{
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Clap();
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}
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if (clapVacant == true)
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{
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, lastClapLength));
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastIndex == 0)
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{
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SetEligibility(true, false, false);
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastIndex == 1)
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{
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SetEligibility(false, true, false);
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// Clap();
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.LateTime() && lastIndex == 2)
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{
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SetEligibility(false, false, true);
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clapVacant = false;
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lastIndex = 0;
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lastClapLength = 0;
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lastClapBeat = 0;
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hit = false;
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}
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}
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}
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/*public void ClearLog()
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{
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var assembly = System.Reflection.Assembly.GetAssembly(typeof(UnityEditor.Editor));
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var type = assembly.GetType("UnityEditor.LogEntries");
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var method = type.GetMethod("Clear");
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method.Invoke(new object(), null);
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}*/
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public void SetClapAvailability(float startBeat, float length)
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{
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lastClapBeat = startBeat;
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clapVacant = true;
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lastClapLength = length;
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}
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private void SetEligibility(bool early, bool perfect, bool late)
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{
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this.early = false;
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this.perfect = false;
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this.late = false;
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if (early)
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this.early = true;
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else if (perfect)
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this.perfect = true;
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else if (late)
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this.late = true;
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}
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private void Clap()
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{
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bool canHit = early != true && late != true && perfect == true && hit == false;
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if (canHit)
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{
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clapEffect.SetActive(true);
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Jukebox.PlayOneShotGame("clappyTrio/rightClap");
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if (this.canHit)
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ClappyTrio.instance.playerHitLast = true;
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}
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else
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{
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clapEffect.SetActive(false);
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Jukebox.PlayOneShot("miss");
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ClappyTrio.instance.playerHitLast = false;
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if (clapStarted)
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this.canHit = false;
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}
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ClappyTrio.instance.SetFace(ClappyTrio.instance.Lion.Count - 1, 4);
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this.GetComponent<Animator>().Play("Clap", 0, 0);
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}
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}
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} |